add entity models rigging draft
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@ -248,7 +248,7 @@ void PlayerController::update(float delta, bool input, bool pause) {
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if (input) {
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updateInteraction();
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if (Events::jactive("player.drop")) {
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level->entities->drop(player->camera->position, player->camera->front*10.0f+player->hitbox->velocity);
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level->entities->drop(player->camera->position, player->camera->front*8.0f+glm::vec3(0, 2, 0)+player->hitbox->velocity);
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}
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} else {
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player->selection.vox.id = BLOCK_VOID;
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@ -25,7 +25,8 @@ void Entities::drop(glm::vec3 pos, glm::vec3 vel) {
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glm::vec3 size(1);
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registry.emplace<EntityId>(entity, static_cast<entityid_t>(1));
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registry.emplace<Transform>(entity, pos, size/4.0f, glm::mat3(1.0f));
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registry.emplace<Hitbox>(entity, pos, size/2.0f);
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registry.emplace<Hitbox>(entity, pos,
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glm::vec3(size.x*0.2f, size.y*0.5f, size.z*0.2f));
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auto& hitbox = registry.get<Hitbox>(entity);
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hitbox.velocity = vel;
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@ -24,6 +24,7 @@ class Level;
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class Assets;
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class ModelBatch;
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class Frustum;
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class Rig;
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class Entity {
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entt::registry& registry;
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34
src/objects/rigging.hpp
Normal file
34
src/objects/rigging.hpp
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@ -0,0 +1,34 @@
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#ifndef OBJECTS_SKELETON_HPP_
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#define OBJECTS_SKELETON_HPP_
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#include "../typedefs.hpp"
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#include <vector>
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#include <memory>
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#include <glm/glm.hpp>
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namespace rigging {
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struct Rig;
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struct Pose {
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std::vector<glm::mat4> matrices;
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};
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class RigNode {
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uint index;
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std::vector<std::unique_ptr<RigNode>> subnodes;
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public:
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RigNode(uint index);
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};
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class RigConfig {
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std::unique_ptr<RigNode> root;
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};
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struct Rig {
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RigConfig* config;
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Pose pose;
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};
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};
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#endif // OBJECTS_SKELETON_HPP_
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